I’m Santiago Zapata, better known online as slashie, a Software Engineer and Independent Game Developer and from Medellín, Colombia.

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Category: OpenArthurianX6

  • OpenArthurian: Day 10 of the New Age of Arthurian

    OpenArthurian: Day 10 of the New Age of Arthurian

    I keep working and working on this, and there’s only more to do every time- even with tools helping me push this forward tremendously, I can’t help but wonder if someone will use this at all someday, or if this is all wasted efford. I probably wrote this somewhere but,…

  • OpenArthurian: Day 9 of the New Age of Arthurian

    OpenArthurian: Day 9 of the New Age of Arthurian

    You can now add and edit object layers in a much smarter way. This was one of the main reasons I embarked into doing the custom map editor, since previously we were using Tiled but of course we couldn’t implement our own rules of what could be edited based on…

  • OpenArthurianX6: Day 7 of the New Arthurian Age

    OpenArthurianX6: Day 7 of the New Arthurian Age

    Today’s work was also split into two parts; first up were the improvements in the Map Editor—you can now edit the maps! A couple of important refactors were made before: extracting the map rendering logic into a new MapView component and then doing a significant performance upgrade to render using…

  • OpenArthurianX6 – Day 6 of the New Arthurian Age

    OpenArthurianX6 – Day 6 of the New Arthurian Age

    Today I burned my gemini daily quota with just two big, important changes. First off, I merged the Tileset and Appearances modules, and changed the appearances editor for items to be a grid which makes it much easier to assign appearance ids. It’s much more intuitive now Second, I jumped…

  • OpenArthurian – Day 5 of the New Arthurian Age

    OpenArthurian – Day 5 of the New Arthurian Age

    Continued improving Arthurian Studio. I’m iterating through the current state of the editor, seeing where there are still gaps to create a great creator-friendly app. Some of the things done today included: I also moved tileset definitions from .arthurian project file to data/tilesets.json; this is the only current item that…

  • OpenArthurianX6 + Arthurian Studio, resuming dev

    OpenArthurianX6 + Arthurian Studio, resuming dev

    Some months ago, I resumed working in OpenArthurianX6. That was before the devlogging revival so I guess a short summary is due. What was OpenArthurian again? OpenArthurianX6 is an open-source game engine built specifically for creating classic, systemic RPGs in the spirit of Ultima VI. Instead of being a general-purpose…

  • OpenArthurianX6 – Milestone 9 completed – World split into chunks

    The single goal for this version was not a simple one: to transition from a model where the player warped from one “Level” to the other, into a World model based in Chunks, allowing the creation of very big open-world maps with seamless transitions between them (ala Ultima VI). This…

  • OpenArthurian: M8 Completed, Source Code Released

    There was a short dev push after Milestone 7, only for a prolonged freeze period to happen afterwards. This week I decided to push forward so now the milestone 8 has been completed! The Demos page has been updated so you can play online or even download the win64 package. Along with…

  • OpenArthurianX6 0.8 released

    Check out the full info and online demo at the OpenArthurianX6 blog. I set myself to finish the project, and I’ve been streaming 1 hour of dev daily almost continuously for the past 22 days (!). Milestone 5 took much more work than I anticipated; building a complete mouse-based inventory…